It was from me trying to render AO maps then canceling.
It was from me trying to render AO maps then canceling.
3DSMax hates this in general. Mostly it does not work at all and when it works it crashes. Make sure you do a small test bake first.
Also the XSI plug in for 3DSM does kind of make it a bit unstable.
I just export my models as .obj and import them into max
I have absolutely no problem cancelling active bakes, it pauses for about 2 seconds then it's fine.
I hate modeling hi-poly heads in MS3D...![]()
I love how his feet are conjoined.
Rigging / neutral pose makes it look conjoined.
I'm well aware of that.
Came back to work on this with new stuff I learned, not sure where to go in terms of textures, any ideas guys?
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White and black looks fine. You could do maybe a gray/black color scheme.
I agree w/ Prototype. Maybe have the white metal shiny and cromed, and the black is some rough brushed metal?
and maybe this is just my own preference, but it would be nice to see a hint of the barrel protruding out the front
Post #52
Hey!
It's been so long since I last worked on modeling (end of 2010). I finaly came back last week and decided to help Wilson Chronicles for the last time.
I had to use a model(and its textures) based on Kleiner as base, and turn it into a zombie from the half-life universe.
I am proud of the result but I think mdl viewer is not good at rendering models nowadays. I'll probably post my first render on Marmoset toolbag once I've the legs and torso done so stay tuned :).
Edit: For those who have never heard of Wilson Chronicles just check this link: http://www.moddb.com/mods/wilson-chronicles
Why am I getting this weird lighting error?
http://cloud.steampowered.com/ugc/48...60F434A8F9DF9/
It's an electricity-based rifle so I want to try and stick to cool colours, I'm just not sure what colours should go where.
How about giving it some bright blue LED lights or something![]()
Yeah already planned, if you take a look at my highpoly you can see.
http://media.moddb.com/images/member...81/zeuss_1.jpg
most scifi weapons that are lazers have a lot more led lights or glowing coming from the gun
when looking at it, it looks like just a regular firearm (just more high tech)
I wouldn't say it looks more high tech, it just looks more ~fancy~ (high tech would imply actual new technology rather than just looking ~fancy~)
What about sort of "Prototype"-ish color schemes, like white and orange, or something like that?
I know you meant literally cool colors, but I don't know what other cool colors you could use. Grays and blues aside :V
Apologies if this is not the right thread for it, but I've been following these tutorials: http://www.youtube.com/watch?v=L-0oMaSNi0Q&feature
And holy shit I never imagined modelling to be so easy, and FUN!
Now I am at the point where I am satisfied with this one Mosin M1895 Revolver I made, and I follow the tutorial's way of wrapping it and baking an Ambient Occlusion texture for it, the thing is though: It only textures the grip, trigger, and barrel of the model.
what do?
I wouldn't know how to help, but thank you for the video. It was exactly what I needed to get out of my biggest modeling problem this far.
First thing, apply a checker texture, this will prevent you from unintentionally stretching the texture when you unwrap, you can resize what you unwrapped in the UV window to make your checkers uniform.
Unwrap the rest how you unwrapped what you did already, try and apply what you learned through the tutorial to other parts of the model, try and hide all possible seams (although at times it's impossible) Remember that the relax tool is your best friend and if it act's weird, flip what you have unwrapped either horizontally or vertically and then try to relax it again.
If you're going for a portfolio piece give the whole weapon an even pixel density and use something like a 2048 map (although a 1024 might do it justice), otherwise, if it's going to be for a game you want to give the most UV space to the parts which are closest and most visible to the player.
Stick with it, the more you mess with it the better your understanding, you're making good progress so far, much better than my first few attempts.
No idea if this will help, but this is something I unwrapped recently, you want it to look something like this (even though mine isn't perfect)
http://i.imgur.com/ktM97.jpg
Many thanks for that, I'll see what I can learn about applying textures to follow your advice, haven't figured that part yet since I only just begun my modelling experience a few 10-ish hours ago.
I'm hoping I'll get this neat-o Ambient Occlusion bake going so I can see how it'd look with proper shadows on the texture.
I'm still getting the hang of Blender, but modelling was much more fun than I could ever imagine and I want to keep doing it to learn more techniques and improve.
Mother of God.
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Please give me some cc on the diffuse texture. Currently it is diffuse only no spec maps or bump maps etc. I'm not the best with photoshop but trying really hard :P.
Clay render (shown earlier):
Diffuse render:
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Awesome, looks really good.
It looks daunting, but it actually only took me 3 days to do.
~ONLY~ 3 days.
Mosin-Nagant 1891: designed by Sergei Mosin and Emile Nagant
Nagant 1895: designed by Leon Nagant
There is no such thing as a Mosin revolver. The only firearm Sergei Mosin designed was the 1891 rifle.
Some stages of modelling take like, weeks/months.
Or do you mean that I was fast? The weapon only had a few complicated parts, the rest was fairly easy.
I can usually knock out a diffuse in about 1-6 hours. If it requires a great deal of embellishments that I need to draw by hand, then it might take 8-12.
That, on the other hand, would probably take me 12-20 hours, and most of that would be time trying to figure out what was where. The huge amount of uneven and curved lines would take more time to draw on edge highlighting and scratches, buts and pieces of gun are everywhere, and it'd take a great deal of care not to overlap and end up in another part of the texture.
More power to you man.
In brighter setting working on spec map I could really use some help if someone would be will to help me on my spec map.
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I still stand by my earlier statement; It's awesome!